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2/26/13 7:55:01 AM#41
It already added in instanced dungeons, phasing, "megaserver" phasing, and will have quest based leveling. It's already casual. |
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2/26/13 8:23:17 AM#42
Originally posted by crasset15 *humble bow* |
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2/26/13 4:53:32 PM#43
Originally posted by crasset15 Well I have similar feelings. I really hope that theyr ecreate oldschool DAoC but then I feel that it won't be the case. Hopefully I am wrong. |
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2/28/13 7:24:43 AM#44
Just for the record: Though' I haven't bothered to read through this entire thread, I have read about half of it. Enough to say: OP: I feel with you. Contemporary MMOs are so bland, shallow and boring it is a shame. Dumbing down of the sheep. Everyone aiming at the golden-middle middle grounds. And every game being the same golden-middle ground. Sometimes in green. Sometimes in red. And some daring souls might even try blue. But the mind-numbing middle grounds are always aimed for. *snore* I lost interest in the genre. I think it will take a few years until someone comes up with something really interesting again. Not that the time wouldn't be ripe now. But - paradoxically - MMORPG game developpers seem to be one of the most conservative industries around these days. |
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2/28/13 7:43:05 AM#45
to the OP as hard as it is to beleave most people play games to have fun and work off the stress of life, not add to it or show off thier e-pen. i know there are people out their like that and some people think they are the majority but they really arnt just the most outspoken. |
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2/28/13 9:07:06 AM#46
Why is the perception so often, that people put challenge / harsh environment / cruel game settings = no fun / grind / frustration ? I feel it is just different tastes. A game with a harsh-death penalty, for example, is per so no more "grindy" or anything, methinks, than any vanilla settings. Why is it also, that so many feel that harsh game settings are only attractive to folk that put 40 hours + game time in per week. I think it is by no means. It is no more and no less than just different tastes and preferences. One gets frustrated by losing it all. Another gets the kick out of the threat of losing it all around the next corner... and persevering. To one, getting stripped of all stuff is frustrating. To another, it is just a "shit-happens", the cause for a good tale and nice RP. Perma-death to one is losing the beloved character forever. For another player perma-death is just that: The end of a virtual character. The start of a new one. And maybe cause for great tales and a bit of a dramatic mood and story? I hate grinding, personally. But I love harsh death-settings and the rush of (real) adrenaline, even in virtual worlds. Some people do challenging, risky, tricky, difficult stuff for recreation. Play chess. Climb mountains. Solve mathematical and logic puzzles. What is so bizarre about the notion of a challenging, risky, tricky MMORPG I wonder? Not all of us that have this preference are nerds or cats with too much time on our paws. It is just a matter of personal tastes. And I really doubt we are so few. There are just no MMORPGs for our tastes. Especially not if you combine the demand for "risky" mechanics with a game favouring, fostering and catered for "roleplay". *Editted for a bazillion of typos. |
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2/28/13 9:22:28 AM#47
WoW and GW2 have cemented the casual in the MMORPG. Aside from indie developers, I really don't see the genre changing because every game type is moving towards consolification/mobilzation. As you pointed out, nowadays you don't even have to click an NPC to get a quest. People embrace this. Release a game with a very large established fanbase from 10+ years of bnet history when the market was still emerging and the casual base had not yet been established, thus ripe for harvesting a momentious self perpetuating playerbase people never leave because they have X hours invested in their characters, and their friends and everyone else plays anyway. Not discounting Blizzard quality... but WoW's success is as much about perfect timing as it is quality, if not more so. - Derros |
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Originally posted by SchroesCat Well said. The adrenaline rush is one of the main things that I feel is missing in recent titles. And this is also one of the main reasons that I consider runescape (2007 and earlier) to be one of the best MMOs ever. They did eventually dumb it down with gravestones and whatnot. I would imagine EVE can offer something similar, but I'm not really into the whole space theme. Just earlier today in the oldschool servers of RS, some mage had died to a few city guards, and I, as a complete noob, picked up his 60k gold and a bunch of runes. It was unexpected, and that's what made it memorable and fun. This extra layer of possible interaction between players (even though he was dead) is what gives the game depth. Basically the game lets this player 'create content' for me, instead of some dev needing to make something like that. This wasn't some intricately developed game system, it was just another person dying, and it was far more memorable than some zone boss in GW2 will ever be. Now, which is more efficient from a development standpoint, a zone boss, or a simple gear drop system that is developed once, and used permanently throughout the lifespan of the game, and is available in every situation, and everywhere. Both of them are a bunch of code, but the gear loss system is content that the players use permanently, whereas a zone boss is only used for 5 minutes during the entire playthrough of the character (waste of development time and doesn't add to the overall 'selling points' of the game). Games like dayz don't have any quests or any set goals, they rely completely on players creating content for eachother, and I believe this is a huge missed opportunity in the modern MMOs. They try too hard to have everything made on the development level, and end up having insane budgets. Nothing has even come close to the feeling of going into the wilderness in RS with insane amount of risk, knowing full well that if I die, I'll lose all of it. The adrenaline from doing something like that can keep you shaky, sleepless and anxious for hours and I love it. I just haven't felt that way while playing any other MMO. Tried runes of magic, tried GW2, tried TSW, tried lineage 2, and a lot of the smaller MMOs like MU online, dragon raja and helbreath, sword of the new world. DayZ is the only recently released game that has got something like that to offer, but that isn't really a MMO in the traditional sense. |
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2/28/13 11:45:36 PM#49
TESO has been in this Trap/ stuck on the one way street that WoW Created the minute they decided to start taking Idea's From DAOC and other similar games that restrict Player Freedom/Choices. I am sorry Hardcore DAOC fans but Daoc was a Good game but by no means was it SUCH a GREAT GAME that so many idea's should be taken from it and rehashed. Locked Factions is gonna be TESO's Nail to the Coffin. Why you maybe wondering? here are some Reasons. 1.Don't get me wrong It Works only in Some Games.But I will use WoW as a Example since the game has 2 factions with seperate races and its a successful game. tho You are not very Restricted in which zones/ areas you can enter based on your Factions however u can only quest in some of them based on your faction. Not to Mention WoW's Main Selling Point / Key feature that keeps players playing it IS NOT (Locked Faction Open World PvP let alone PvP for that matter. is a Minority in that game.)
2. Population Imbalances. this is a Major/Key Problem that Feeds off itself. if a Factions Worlds starts to feel empty or is very onesided in World Objectives it just creates more problems. TESO Dev's are not even addressing this problem in fact they are just helping dig the hole by Locking Races to not 2 Factions but 3 Factions. So it is more likely that one faction is gonna be extremely at a Disadvantage/underpopulated aka from the looks of it Aldmeri Dominion is apparently stuck with 2 of the least popular Races in TES games.(Mega Server Does not Fix this Problem it would be a bandaid to put on a Major Open Wound since in No Way is Player's Faction Choices/favorite races gonna be 33% per each faction.)
3. RvRvR(Aka Locked Factions Fighting for Control of Major Objectives). Why? is this idea constantly being reused! has it worked for a Game yet? Their is a Difference between Massive Siege Battles and RvRvR. If you played Shadowbane for a decent amount of time you probably know what i mean. Locked Factions Fighting for Objectives to control a Zone one side is gonna eventually Win because People Jump Ship from the losing factions side to the Winning Factions Side if its something as simple as Rerolling your character's race people avoid Challenges/problems if they can. I Only see TESO Population / Success lasting for about 3-5months and this is on the Assumption that it has a Smooth Release.
In My Honest Opinion tho. When I Think Elder Scrolls meets MMO. I think of a game with Ultima Online's Choices and player Freedom Combined with TES fun Combat/ Immersive and Interactive World. ( By No means does Death's / PvP have to be as harsh as Ultima Onlines. While i Enjoyed UO's Death Penalty it can be to harsh for Newcomers. who basically haven't found their place in the World so compromises would have to have been made on such aspects.) (Honestly Probability of me buying this game is about 50-50 at this point. Its riding basically on the back of its PvE Content/how fun its combat is which will most likely be seen in Beta. Since the Beta's Give a General idea of a Games Design/ Direction the Dev's are taking.)
(Edited to fix Typos)
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3/01/13 12:55:47 PM#50
Originally posted by Vorgarag109 To be fair you may be right but then you may be wrong. 1. No idea what you mean here really. In WoW, Rift and a few others it is like that but I never really felt there cut away from content whatsoever. The only exception to this was Aion for sure. Won't speak of WAR as I haven't done much PvE there (if any). 2. and 3. That's what underdog systems are for. Don't look at WAR as it had it far from perfect but there are a few titles where it was used to boost interest in different content. That's what zone population cap is for. Set it high (but then set it at all) and problem solved. Not talking here about joke values like in GW2 but something more serious. There are tools, they just need to use them if required. |
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3/01/13 1:01:12 PM#51
"related gizmos, like completion percentage. Telling a player how much % of the game they have completed, is like telling a person in real life the year and date that they are going to die on." I have to say that I do agree with this. Mystery is a powerful tool that has been thrown in the trash bin. You want to throw away your money developing something stupid, go ahead. |
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